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  6. <h2>Preface</h2>
  7. <p>
  8. On January 31st, 1997, Final Fantasy VII was released to the
  9. Japanese public. This single game both revolutionized and raised
  10. the bar of Japanese style console role playing games. It success
  11. was so staggering, it placed Squaresoft firmly on top the the the
  12. genre, displacing the Dragon Quest series created by the rival Enix
  13. company.
  14. </p>
  15. <p>
  16. The story of how this game came to be has a story more expansive
  17. than the game itself. It starts, as most stories do, with its
  18. prequel.
  19. </p>
  20. <h2>Squaresoft and the "Big N"</h2>
  21. <p>
  22. In 1994, Squaresoft released Final Fantasy VI in Japan through an
  23. exclusive contract with Nintendo. The game was for the Super
  24. Famicom, or more internationally known as the Super Nintendo
  25. Entertainment System. This game was a massive best-seller, and the
  26. powers that be decided to have the game "cross the pond" as it were
  27. for the U.S. audiences.
  28. </p>
  29. <p>
  30. Sadly, as Nintendo had exclusive distribution rights to all games
  31. in the United States, the decision was made to alter the game. The
  32. traditional Final Fantasy logo was changed to one American
  33. audiences were more used to. The sequel number was also dropped
  34. from VI to III. Nintendo had only released two Final Fantasy games
  35. in the states. Part I for the NES, and Part IV for the SNES (Part
  36. IV was actually going to be a NES game, but was ported up in the
  37. middle of it's development. That, however is another story). The
  38. game was also edited for content. Several silly things like a
  39. programmers room and a porno book were removed. All in all the
  40. sales were modest, but it was nowhere near the success that the
  41. game enjoyed in Japan.
  42. </p>
  43. <p>
  44. It was often said that the U.S. market was not appropriate for
  45. Japanese-style RPGs.
  46. </p>
  47. <p>
  48. After the release of FF6 in the U.S., Nintendo started work on a
  49. new video game system. Codenamed the "Ultra 64" it was boasting a
  50. new 3D graphics core and a CD-ROM format for it's games. At the
  51. time, Nintendo and Sony were working together to create the
  52. "PlayStation Expansion" (PSX) CDROM system as an add-on to the
  53. Super Nintendo. It was also rumored that this technology was going
  54. to be in the Ultra 64 system as well.
  55. </p>
  56. <p>
  57. Squaresoft decided that movie-like role playing games that took
  58. advantage of this new multimedia technology was the future. They
  59. invested billions of yen into SGI workstations when it was learned
  60. that the Ultra 64 was going to use a 64 bit R4300 MIPS
  61. architecture. A new threaded 3D engine was developed for the Final
  62. Fantasy series. A demo of the new technology was created on their
  63. new development systems. It was a simple battle engine using the
  64. characters from FF6. It was assumed that this would be the
  65. beginnings of FF7 for the Ultra 64.
  66. </p>
  67. <p>
  68. Then the rug was pulled out from under Square's feet by Nintendo.
  69. </p>
  70. <p>
  71. Nintendo and Sony had a falling out. An issue came about when both
  72. companies disagreed over who got to license the games for the new
  73. CD-ROM systems. Sony wanted control, but Nintendo balked. Nintendo
  74. also had problems as Sony was already making the sound chip for the
  75. SNES which was difficult to program for. Nintendo wanted more
  76. control.
  77. </p>
  78. <p>
  79. Nintendo went behind Sony and asked Phillips for assistance, as
  80. they also could license CD-ROM technology. When Sony found out that
  81. Nintendo was going to someone else, (and a foreign one at that!),
  82. it was the last straw and pulled their technology. They also
  83. convinced Phillips, Matsushita, NEC, and Pioneer not to license any
  84. optical drive technology to Nintendo either.
  85. </p>
  86. <p>
  87. Going alone, Sony decided to take their popular System 11 arcade
  88. boards, tack on a CD-ROM and called it the Playstation.
  89. </p>
  90. <p>
  91. Nintendo, without a drive system, quietly disclosed to their third
  92. parties that the Ultra 64 was going to be cartridge based. The
  93. maximum limit that any game could be was 32 megabytes. Squaresoft
  94. was now in a bind, they had invested millions of yen into creating
  95. a movie-like RPG experience and now had to cut it down to fit on a
  96. cartridge. When it was revealed that the PSX would also be using a
  97. MIPS CPU, Square abandoned Nintendo and gained an exclusive
  98. distribution contract with Sony. The groundwork for Final Fantasy
  99. VII was now laid and could continue unobstructed.
  100. </p>
  101. <h2>The Production</h2>
  102. <p>
  103. Halfway through the production of Final Fantasy VII, two very
  104. important things happened. First a second team was spun off to
  105. start production of Final Fantasy VIII. This allowed a staggered
  106. development cycle were when one game one done, another would be
  107. half done, cutting production time in half. Also half way through
  108. production, Hironobu Sakaguchi, the producer, learned that his
  109. mother Aki had died. Sakaguchi drew on this death and altered the
  110. story in a radical way. It now revolved around life and death and
  111. the earth.
  112. </p>
  113. <h2>The Release</h3>
  114. <p>
  115. The game was shipped to stores in Japan January 31, 1997, but not
  116. without a few problems. First, the game was incomplete. A few
  117. scenes were not able to run correctly before release. Also the
  118. extra bosses were not added in time. These were minor issues that
  119. no one missed, and were later fixed in the U.S. version.
  120. </p>
  121. <p>
  122. In the States, a demo of FF7 was released with the game
  123. "Tobal No.1". It was a modified version of the first part of the
  124. game using characters not available until later. It was also the
  125. first release in the states that called the game by it's proper
  126. number. It was also the first time American audiences saw a true
  127. Final Fantasy logo. The game was released in the the states
  128. September 3rd, 1997. This release fixed several bugs, included the
  129. missing bosses, and the nonworking scenes were added properly.
  130. </p>
  131. <p>
  132. Later, Japan got a re-release of the expanded U.S. version, along
  133. with a scene viewer and other bonus content. This was called "Final
  134. Fantasy VII International"
  135. </p>
  136. <h2>The PC Port</span></h2>
  137. <p>
  138. With the wild success of FF7, Square's shareholders were beginning
  139. to pressure the company to start diversifying their products. At
  140. the time, Square was only making games exclusively for Sony, and
  141. limiting their market. It also became apparent that their older
  142. games were not suitable for more modern systems. Even Final Fantasy
  143. VI, the game previous, was fixed to a single platform and could not
  144. be adapted easily to other computer systems. Square made the choice
  145. to update their old games to modern programming languages and
  146. platforms. They also decided to port Final Fantasy VII to the PC.
  147. </p>
  148. <p>
  149. Square chose Eidos of the publisher for their PC ports. At the time
  150. Eidos has successfully handled the conversion and release of Core's
  151. widely popular "Tomb Raider" game from the PSX to PC. Having
  152. experience in marketing and distributing PSX to PC conversions, the
  153. company seemed to be the right choice.
  154. </p>
  155. <p>
  156. In the beginning, however, the PC port suffered many problems. When
  157. the contract programmers received the FF7 source code from Square,
  158. it was a horrible state of atrophy. When work started on the port,
  159. it was soon discovered that they had received an earlier, buggy
  160. version of the program. Work had to stop while Square accumulated a
  161. later version. It was also discovered that the people and equipment
  162. used to create the backgrounds for FF7, were now being used for FF8
  163. and FF9. There was no way to re-render the backgrounds and the port
  164. team was forced to use the original low color/low resolution PSX
  165. dependencies. The movies faired worse. Squaresoft never rendered
  166. high resolution versions of the movies. The movie format was
  167. incompatible with Microsoft's DirectX system, so it was decided to
  168. convert the compressed PSX movies to one more native to a PC
  169. platform. This caused disastrous results. The movies were now a
  170. copy of a copy of a low resolution render.
  171. </p>
  172. <p>
  173. Square also refused to have anything added. It was to be a straight
  174. port of the PSX version with the same exact interface. Concessions
  175. were only made to text input. The game could run in a "high
  176. resolution" mode of 640x480, which isn't really a lot in terms of
  177. PC resolution. It was also limited to 15-bit color.
  178. </p>
  179. <p>
  180. More problems arose. The PSX had the ability to use different color
  181. depths on the screen at the same time. Many graphical effects
  182. depended on this ability. Many PC graphic cards did not have the
  183. ability to use color look up tables when placed into high color
  184. modes. This caused the game to go into a low resolution software
  185. renderer if this functionality wasn't available. FF7 was also
  186. designed for 15 bit graphics. This caused noticeable color
  187. banding on a PC screen. The sound architecture is also wildly
  188. different and suffered as well.
  189. </p>
  190. <p>
  191. The PC port was released in June of 1998. It was late, buggy, and
  192. not very well ported. The game initially was incompatible with
  193. Cyrix and AMD CPUs, to which Eidos technical support simply refused
  194. to support at first. Many people with high-end graphic cards found
  195. themselves forced into a software renderer due to a lack of a color
  196. lookup system. Movies played upside down, or crashed the system all
  197. together, as it used a 3rd-party renderer. The only solution Eido
  198. came up with was to offer a save game past the crash point,
  199. destroying hours of work by the user. Many sound cards were not
  200. designed for MIDI playback and the software player used too much in
  201. the way of resources, slowing the whole system. The initial
  202. keyboard configuration was grossly unintuitive, using only the
  203. numeric keypad. Many laptops without one couldn't even use the game
  204. as you had to use the number pad to access the configuration
  205. menu... and the box was ugly.
  206. </p>
  207. <p>
  208. Eidos was dropped when Final Fantasy VIII for the PC was released.
  209. </p>
  210. <h2>Where are they now?</h3>
  211. <p>
  212. The PC port is now out of print and does not run on the Windows NT
  213. type kernels due to some farflung misallocated pointers. Many now
  214. play FF7 via PSX emulation. With this way of playing the game,
  215. graphic modes higher than 1024x768 resolution, 32-bit color, and
  216. texture filtering, can all be used. The PSX version is also stable
  217. and for the most part, bug free. The engine has continued to be
  218. built upon. It has also been used in other non-Final Fantasy games
  219. such as "Parasite Eve", which was the first to support full body
  220. textures before FF8. The PC port is still supported by a small band
  221. of users. Unofficial patches have also been released with varying
  222. degrees of success. Not bad for a little engine that could.
  223. </p>
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